Name: | SMW The Princess Rescue |
Author: | bandicoot |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 116 exit(s) |
Type: | Standard: Hard |
Description: | SMW The Princess rescue is a traditional Mario Adventure where you play through 9 new worlds to save the princess This hack is more focused on the vanila elements and the level design, it features new levels, custom music, Super Mario World and Super Mario Maker Graphics and more It also includes a English and a Brazilian Portuguese version. Launch Trailer: https://www.youtube.com/watch?v=modACWcPJdE&feature=youtu.be V1.4 Update made on request by a player to fix the blue switch palace blocking acess to a dragon coin on level 4-1 which rendered impossible to 100% the game is the switch palace is beated before collecting it. More changes were made, check the changes list for more details. This is hopefully the last update I will be doing on this hack. |
Tags: | adventure less exgfx music traditional vanilla |
Comments: | 91 (jump to comments) |
Rating: |
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1.77 MiB | 10,134 downloads
Comments (91)
It took about 7 hours to complete. Video of my playthrough: https://www.youtube.com/playlist?list=PLqvIHerHvauulPQopC7Ap3kDWjBPwBBDY
I’d usually re-do the level again because thats when it then appears in the end.
valeu bandicoot!
When falling on a pit you can hold the jump to get out if you have a powerup, thats why Mario dont die instantly on pits anymore.
I noticed a few things in the last update (1.4) that I don't know if they were done on purpose:
-When pressing Select, the item in the box no longer falls on the screen, it is instantly activated in Mario;
-When dying in holes in the stages, mario loses his current item, becomes small and finally dies, after that, when returning in the stage, mario starts the stage big (as if he had a mushroom) and not small, like the default .
These points were only seen in the last update. if it's intentional, ignore it.
You did it friend
Eu notei que na versão brasileira da hack, nas fases "Ruinas e Cogumelos", quando entra no cano amarelo, a Star Coin não aparece, assim ficando com 4 Star Coins (na fase "Castelo de Larry" acontece a mesma coisa), apesar de ter alguns cutoffs que percebi quando estava jogando. Se quiser pode até dar uma atualizada para não ficar em branco.
English:
I noticed that in the brazilian version of the hack, in the "Ruinas e Cogumelos", when it enters the yellow pipe, the Star Coin does not appear, so I only have 4 Star Coins (in the "Castelo de Larry" level, the same thing happens), despite having some cutoffs that I noticed when I was playing. If you want, you can even update it so it doesn't stay blank.
You will be able to download it from there or from my profile once its done, I will PM you when I finish.
Ok. Thanks! 😁👍
You will be able to download it from there or from my profile once its done, I will PM you when I finish.
Level: "Turnblock Passage".
EDIT:Thanks for reporting Erpster, I made a small change on the map and its fixed now.
As long you didnt save on top of the level you can keep the .srm file you were using.
thanks. though there is one more problem that needs to get fixed and that is choosing the 3rd game save slot or MARIO C slot and saving game data there erases all game saves from this game. maybe ask a guy named Stivi for a possible MARIO C sram bugfix as he was working on VLDC11, which also had the MARIO C game save problem & deleting all game saves (see one of the comments there)
You need to get your own smw rom and patch the .bps patch into it using a tool called floating ips.
the process is the same for every hack hosted in this site.
Also thanks for the cumpliments, I'm happy you liked my games, hope you have fun with them
I can download it, but it doesn't work. In fact, every games I downloaded in this website doesn't work, your other hacks as well.
How is that possible? To be honest, you're the best SMW hack provider I've ever seen, so I can't wait to try an other. Thank you very much.
This game is an honest to Doge treat, there's a modest, but not great number of romhacks I could replay and get that same feeling of enjoyment from as the first playthrough.
This? This is one of them.
FIVE STARS
SUPER FEATHER HILL
AMAZIN' BRO PLAINS
SUNSET SUPER KOOPAS
1# MORTON'S CASTLE
DOLPHIN'S PLAINS
UNDER THE SEA
ICEBERG BILLS
SECRET BONUS PALACE
WING KOOPA GROOVE
HOUSE OF STARS
LOTUS LAKESIDE
PIRANHA PLANT WOODS
3# LUDWIG'S CASTLE
SCARLET DEEPS
4#ROY'S CASTLE
GOLDEN PLATEAU
TOP SECRET BONUS
POKEY CLIFFS
5# LEMMY'S CASTLE
YOSHI'S HOUSE
SNAKEBLOCK HILLS
FROST BOMB BRIDGE
ICY PLATFORM PERIL
6# WENDY'S CASTLE
PLATFORM PANIC
LAKITU'S REVENGE
HOUSE OF DESPAIR
MISTERY SHIPWRECK
SLEDGE SHIP ANTICS
YOU MUST BE QUICK!!
ICY POWERUP MADNESS
CANNON SHIPWRECK
ROCKY UNDERGROUND
BRO'S BLOCKADE #1
BRO'S BLOCKADE #2
BRO'S BLOCKADE #3
BRO'S BLOCKADE #4
THE TOXIC CROSSING
BRO'S BLOCKADE #5
OLD LIGHTNING PLANT
1,5,6
My favorite levels are
MOVING GROUND CAVES
DINOSAUR FOREST
ATLETHIC HEIGHTS
MONTY MOLE CLIFFS
SKY MUSHROOMS
POISON FRUIT ISLAND
FISHIN' SEASIDE
2#IGGY'S CASTLE
BLOOPER'S DOMAIN
URCHIN'S ICEWASTES
WIGGLER'S CANYON
GLOOMY GLADE
VINE YARD FROLIC
RED RED DINO RHINO
GRINDER ATACK RUINS
IT'S HAMMER TIME!
TURNBLOCK PASSAGE
SPRING NIGHT ZONE
SKULL SPARK CAVE
THWOMP RUINS
CLOUD RIDE TUNNEL
BANZAI HEIGHTS
SINKING HALLS
WIGLER'S PLAINS
CARROT LIFT HEIGHTS
BUBBLING TUNNELS
PLANT FILLED SHIP
SNOWY LOTUS PEAKS
SPORTS FIELD
SPINY'S ICY HEIGHTS
FIRE AND ICE CAVES
MAGICIAN'S MOUNTAIN
MUSIC BLOCK MADNESS
WAY OF THE EATERS
THE NEVERENDING PIT
MUSHROOM RUINS
SPOOKY WOODS
DEEPS OF DARK ABYSS
BOO BLOCK RUINS
7# LARRY'S CASTLE
ICY TORPEDO CROSS
METALIC PATHWAY
FACTORY FORTRESS
TOXIC WASTE CAVE
FENCE DEFENSES
FIREBAR PERIL
BOWSER'S TOWER
DIFICULTY SPIKES
WET DRY LAVA SHORE
CARROT LAVA HOLE
ORANGE FIERY HILLS
THE LOST MIST RUINS
COMPACTOR FRENZY
THE FINAL CHALLENGE
Those are all my favorite levels bandicoot you did a great job keep it up
With that said the hack is a fun romp that keeps the player going by adding a lot of new twists and elements to the standard vanilla formula.
An adventure I could recommend to anyone looking for a classic styled hack that'll keep you interested for a long time.
You can download it now.
EDIT:Thanks for reporting Erpster, I made a small change on the map and its fixed now.
As long you didnt save on top of the level you can keep the .srm file you were using.
but there's one more minor problem to fix.
I saw you wrote this for The Princess rescue 2 game:
Aparently I just forgot to disable the player from walking up on that tile which resulted in the last removal, should be fine now.
I tested and it was gone.
a similar problem is occurring with The Princess Rescue 1 game in world 8 where Mario can walk to an invalid area - move Mario on the yellow dot for "Secret Bonus Palace" level on the OW map and press left on the d-pad to easily reproduce the problem.
prevent Mario from moving left when on the Secret Bonus Palace level dot on the OW map of world 8
I removed the message box from there.
I updated the link Just redownload it again.
though it needs another minor fix because in the Mushroom Ruins level in world 7, the message block in the keyhole exit path produces a blank or empty message.
I also decided to make some cosmetic changes in the title screen.
Not sure if it is a bug or part of the gameplay, but in some levels when you fly high and stay in the sky, you start taking damage consecutively until you die. However, this only happened in two levels, which is nothing major.
Thanks for this, bandicoot!
Edit: Remaining issues:
There are numerous inedible apples on ground level bushes, this is most frequent in world 7.
It's possible to move to an invisible path on the overworked map in Toxic/Bowser world after the first red level in that world, after doing so, Mario moves in lines that do not line up with the path visible on the map. This persists until you leave that area of the map and return.
There's significant slowdown in the Way of the Eaters and House of Despair levels in World 7. There's also a good deal of slowdown in the factory level in World 8.
List of Changes on English Version:
- Some levels had their difficulty rebalanced to match the game ideal challenge and to reduce frustration
- Some star coins were rearranged in the secret levels to make them easier to get in one go.
- Added Upward fireballs and Classic Fireball Patches, now the player can aim his fireballs by holding UP on the controller.
- The player now start the game with 7 lives
- Tweaked a bit the DDA system so it can be more easily triggered.
- Fixed some typos in the writing (I cant promise it will be perfect since I'm not an native english speaker myself).
- Star Item box now costs one life each time the player use it, this was made so the player wont abuse and to actually trigger easily the DDA System,
and still provides a nice risk vs reward system.
SMW O resgate da Princesa - Atualização v1.2
Mudanças na versão brasileira:
- Algumas fases tiveram a dificuldade rebalanceada para manter uma curva de dificuldade mais suave e reduzir a frustração em alguns pontos do jogo.
- Algumas moedas estrelas estão em localização diferente, facilitando sua coleta em uma jogada só
- Adicionados patches que permitem mirar com a bolas de fogo segurando CIMA no controle
- O jogador agora inicia o jogo com 7 vidas
- Pequenas mudanças do sistema de ajuste de dificuldade, para torna-lo mais acessivel
- Consertados alguns erros de ortografia nas mensagens pós-chefe.
- A estrela de caixa de item agora custa 1 vida a cada uso, isso foi feito para que o jogador não abuse dela, alem disso provem um belo desafio risco vs recompensa.
a follow-up. attempting to save in Mario slot C results in all game saves getting lost as some of the data seems to be saved in the wrong SRAM addresses.
maybe this hack needs an updated sram+ patch since there's a new version of it released in dec. 2018.
Namely the random invisible blocks that more often than not will get you hurt or killed. I've got them recorded on stream. Even if you put 1-ups in them instead of coins, they're still kaizo blocks.
The length and spam of enemies in some levels also makes me think you didn't consider the fact that some players would be collecting each star coin for each level without using save states or getting the midpoint. Some are massively tedious and seem out of place as a result (late game sprite spam is another story).
There were also a lot of "funny" decoy puzzle pipes for secret exits that were identical to the actual ones you were supposed to enter scattered all over which doesn't make for a fun puzzle especially for those who do tool-less runs (albeit I normally do a "science" save whenever I see a p-switch for this reason).
Even though I'm not entirely done playing through it, I'm giving it a solid 3/5.
Thanks for the feedback man, by your coment here I worked on fixing that in the sequel, unfortunaly I can't do nothing here on a update because it would break the design of the hack.
But thanks, your feedback was helpful to improve my hack!
still a pretty good hack like the previous version.
This was a pretty decent hack, and long. So long, in fact, that a big issue I had with this hack is its length. A lot of level ideas were recycled later to make late-game levels. One or two levels per world could have been cut and the hack would have still been a comfortable length.
Another problem is that difficulty ramps up in the late-game not through difficult setups, but through sprite spam. Setups where there are 6 or 7 sprites on-screen are pretty common towards the end of the game, and they were very difficult to get past without tanking hits.
The difficulty adjustment system is pretty cool, but it encourages just plowing though with complete disregard for your powerups since they become so plentiful. It's the only reason I didn't change the listed difficulty to hard.
5/5 Recommended
Gamma V - I agree with you, to be honest I always build my hacks to be harder than the original game, I like to begin them as normal dificulty like the original games and then let them be hard at the end, my problem with the original Mario games are that they are too easy to beat sometimes.
Every level has its own "touch", the levels are hard but always do-able, it's really fun to play! Thank you
* Use of sprite generators in areas where one must concentrate on solving a puzzle. This is most prevalent in Ghost Houses, in which the Eerie generator is overused.
* Jumps that require you to bounce off enemies, the most obnoxious of which involved repeatedly bouncing off enemies to cross spike/Muncher pits. This is something that belongs in Kaizo hacks.
* Sprite spam, which, in some levels, either caused slowdown, disappearing sprites, or flickering sprites.
There are still quite a few creative ideas present in this hack, as well as instances of good level design and aesthetics, but the difficulty should be toned down if you're actually aiming to create a normal-difficulty hack. Look at the difficulty of official Mario levels, barring those of Lost Levels, of course.
Each world has its own theme, and all of them are cleverly connected within a very neat underworld. I found interesting the idea of not instantly dying when you fall in a pit, which makes latter levels easier, because they are very tough to beat.
Indeed, difficulty is well balanced but world 8 & 9 become very hard. There I understand why you put a star available in the reserve item box in top secret areas. Without them, I think some latter levels certainly aren't beatable using savestates.
I noticed just a little bug in world 8 overworld : if you exit the first top secret area (to the right of the map) by pressing left instead of down (which is where the path connects), you are also able to move, but it glitches Mario's moves and lead to incorrect level placements. However this glitch can be fixed by entering a star or pipe.
I give you 5 stars (10/10), a big thank you for the hard word you brought to give us this very good hack =]
About the DDA mechanic, when you start the game it's already on the hardest setting, the number of lives that trigger the powerups blocks are small on the first worlds(between 3~10 on worlds 1,2 and 3), on the later worlds the number slowly increases to between 10~20 lives(World 6,7,8 and 9).
I put several hidden 1up blocks and other gimmicks that make possible for the player to collect plenty of lives, depending on the player skill he will already have a lot of them at the end of World 1.
When you falls down over a pit,you not die,but "simply"take damage!!And...you can jump over if you press "jump" at one of many frames available to do that!!I think that is a good thing to punish who fells in a pit with "life lost"...so,WHY to change this rule,all at sudden?
Then,on second level,I seen an enemy blocked in the ground at 2 space from the surface.
And my personal opinion...pheraps,better the original brightness graphic than the darker of this hack.
Besides those bad things,I think that this is a great hack^^
but,I believe that some later versions could be on your mind,if you want the hack,that you and many SMW fans really wish to play...
P.S:I have a question::how many life a player have to keep,in order to get the hardest difficulty mode?
This was a pretty decent hack, and long. So long, in fact, that a big issue I had with this hack is its length. A lot of level ideas were recycled later to make late-game levels. One or two levels per world could have been cut and the hack would have still been a comfortable length.
Another problem is that difficulty ramps up in the late-game not through difficult setups, but through sprite spam. Setups where there are 6 or 7 sprites on-screen are pretty common towards the end of the game, and they were very difficult to get past without tanking hits.
The difficulty adjustment system is pretty cool, but it encourages just plowing though with complete disregard for your powerups since they become so plentiful. It's the only reason I didn't change the listed difficulty to hard.
Honestly, if you want a review of this hack, just refer to the one I left here. It pretty much applies to this hack as well. I also want to mention that this hack was way too many secret exits. You don't /need/ to reach 120 exits you know. Every single exit just made you check every single pipe and coin block. It's tedious and feels super tacked on.
Tho for what it's worth, there were a few novel ideas in this hack, like the lakitu fights in castle 2. I really wish you would do more imaginative stuff like that.
This is a decent hack if you want something Mario-y - I just feel it wasn't my cup of tea. I wasn't very engaged by the design and I felt some repetitiveness after a while. I especially noticed a pattern with how you hide bonuses - either in random pipes or some place high up that you can access with a vine. The level gimmicks exist but I don't think you were nearly as creative with them as you could, and some gimmicks are just questionable (the invisible coin block ghost house for example).
Also why is there a level that leads to nowhere in every world? Unless they're going to be particularly meaningful in the future, I don't find dead ends to be good overworld design. It's a bit underwhelming to finish a level for nothing, y'know? Even if you are an exits completionist (which I am).
At least I can say I liked the usage of switch blocks to make levels harder, that was rather neat!